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A Guide to Diablo: IncGamers site changes – Here’s what we’ve done

Regular readers will have noticed quite a few changes on Diablo: IncGamers since the launch of Reaper of Souls which was the motivation for us to make some of the changes we had been thinking about for a while.

When RoS launched we pushed the first stage of front page layout changes live. We know everyone likes to read their content in different ways so the site was changed to a similar layout to the main IncGamers site. Of course not every one will love that format so in the past week we set to work on the second phase which was giving you the option to read the content in the old format if you so desired.

In case you hadn’t spotted it, there are a couple of buttons above the news that allow you to switch to your preferred format.

change view

Probably the toughest job we had to undertake was the forums. We have used the same forum system for around a decade and there were millions of posts to port over. It was important to us to make sure that threads from the old forum were not lost, we’d have hell to pay from you guys if they went missing :) Remember the great forum crash of 2003? That was not pretty.

So why the change? There were numerous reasons, the next version of the same forum was bloated with features that were useless to the community here. Spammers were also a consideration and the previous software was starting to struggle with the rise in spammers over the last couple of years. We needed a system that could pro- actively catch them and then make life easier for IncGamers moderators to deal with anything that managed to slip through.

The end results once we switched were good. The forums are now easier to use, faster and more robust. It’s taken some time to iron out issues with posts moved over from the old system but I would say we are 95% there with most things now. The forum is now easier to use and has more features to track new content additions.

One of the main issues we had during the change was with your logins. We have a custom login system that ties your forum account to the main site. When we moved forums that obviously broke down and had to be recreated. One of the issues we came up against was the inability for guests to post in the news and members who were logged in seeing a captcha. This was not acceptable so it took a few days for me to sort out but thankfully it now all works.

Regarding commenting on news, originally we had the news post into the community forum but as things move quite quickly here as far as content is concerned, we thought it best to create a separate forum for the news discussions. This reorganisation prevents any community forum discussion being lost in a pile of news. Your discussions are important after all.



Regarding accounts. Some of you have been registered here for over a decade and we have been helping members who have had login issues since the switch because they no longer have access to the email they originally registered with. If there are any of you still caught in that trap then we can sort it for you. Send an email here and we will deal with it.

With the new forums came new features, and something we’ve wanted to do for some time is highlight pro-active members and also award trophies for actions by the community. Elly sat down over a few days to come up with the points and reward system. You may have spotted the icons on threads but so you know how it works I have posted all of the trophies below for reference.

There are still a few things to do but the core updates are now in place. Your feedback on anything we do is much appreciated and a special thanks to the PALS who have helped make all the changes possible with their contributions.


Thread StarterThread Starter -Points: 15 -You have started 5 Threads
Topic RaiserTopic Raiser – Points: 45 -You have started 20 Threads
Town CryerTown Cryer – Points: 90 -You have started 50 Threads
ConfabulatorConfabulator – Points: 91 -You have started 80 Threads

Setting the Agenda Setting the Agenda – Points: 120 -You have started 120 Threads


Primary Source Primary Source – Points: 1 – Somebody out there liked one of your posts.

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Guide: Legendary Gems

legendary gems guideLegendary Gems were first officially revealed in the Patch 2.1 preview blog back in June of this year.   They will be added to Reaper of Souls in Patch 2.1, and are currently undergoing testing on the PTR.

The gems add special bonuses when socketed in rings and amulets (only on Characters and not on Followers), and can be upgraded in power via DiabloWikiUrshi, the NPC who appears after Greater Rifts are cleared.

While the developers are calling them “legendary gems” these socketables have nothing in common with regular DiabloWikigems in stats or appearance, and are more analogous to the Rainbow Facet unique jewels of Diablo 2. The main difference in Diablo 3 is that these gems can only be socketed in jewelry, and the way the gems can be upgraded to improve their functions over time.

Legendary Gems Listing

While the Legendary Gems are still undergoing development on the DiabloWikiPTR, their stats and bonuses are changing constantly. A major revision was created on July 15, 2014 with new or upgraded stats for almost every gem. The following are the most current details about Legendary Gems.


DiabloWikiBane of the Powerful
bane of the powerful
  • Gain 30% increased damage for 20 seconds after killing an elite pack.
  • Upgrade rank grants: +1 second buff duration.
  • Rank 50 unlocks: Gain 20% bonus damage to elites.
DiabloWikiBane of the Trapped
bane of the trapped
  • Increase damage against enemies under control-impairing effects by 20%.
  • Upgrade rank grants: +0.5% damage.
  • Rank 50 unlocks: Gain an aura that reduces the movement speed of enemies within 15 yards by 30%.
DiabloWikiBoon of the Hoarder
  • 30% chance on killing an enemy to cause an explosion of gold.
  • Upgrade rank grants: +1% chance on kill.
  • Rank 50 unlocks: Gain 30% increased movement speed for 3 seconds after picking up gold.
  • Increase the Critical Hit Chance of your pets by 20%.
  • Upgrade rank grants: +0.4% Critical Hit Chance. Max +20% upgrade (+40% total).
  • Rank 50 unlocks: Your pets are unkillable.
Bliz Note: As was discussed in another thread, allowing this this gem to rank up to +100% pet Crit would likely cause undesired gearing issues and probably be a little out of line.
DiabloWikiGem of Efficacious Toxin
gem of efficacious toxin
  • Poison all enemies hit for 1000% weapon damage over 10 seconds.
  • Upgrade rank grants: +20% weapon damage over 10 seconds.
  • Rank 50 unlocks: All enemies you poison take 10% increased damage from all sources.
DiabloWikiGogok of Swiftness
 gogok of swiftness
  • 50% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds. This effect stacks up to 10 times.
  • Upgrade rank grants: +1% chance.
  • Rank 50 unlocks: Gain 2% Cooldown Reduction per stack of Swiftness.
 DiabloWikiInvigorating Gemstone
 invigorating gemstone
  • While under any control-impairing effects, reduce all damage taken by 30%.
  • Upgrade rank grants: +1%. Maximum +50% upgrade (80% total).
  • Rank 50 unlocks: Heal for 20% of maximum life when hit by control-impairing effect.
 DiabloWikiMirinae, Teardrop of Starweaver
 Mirinae, Teardrop of Starweaver
  • 15% chance on hit to smite a nearby enemy for 1000% weapon damage as Holy.
  • Upgrade rank grants: +20% weapon damage.
  • Rank 50 unlocks: Smite a nearby enemy every 5 seconds.
  • 30% of all damage taken is instead staggered and dealt to you over 3 seconds.
  • Upgrade rank grants: +0.1 second to the stagger duration.
  • Rank 50 unlocks: 10% chance on kill to clear all staggered damage.
 DiabloWikiPain Enhancer
 Pain Enhancer
  • Critical hits cause the enemy to bleed for 500% weapon damage as Physical over 3 seconds.
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Stillman’s Slab #41: Blizzard’s Stance on the Environment

Posted 27 May 2010 by

The environment must diiiiiiiieeee! Basically, you should turn the environment into the Gulf of Mexico. But this weeks discussion is really about the added variety of monsters from the environment who want you and your little sister dead. You better destroy everything in sight just to be safe. Click through below to learn what what Acid Cloud could mean for Diablo 3.

Blizzard’s Stance on the Environment

I don’t know about you, but I am relieved. Instead of the heroes’ culture being all about worshiping a giant, cheesy mecca tree, their job is to destroy the giant mecca trees. For once, the environment is evil and must be put in its rightful lowly place in the ground…which I guess helps the soil anyway? But the soil is probably evil too, so use your ground thumping skills after you kill all the trees. Yes, everything is out to kill you. The Gnarled Walkers look like something from Teddy Ruxpin’s nightmares and are listed in the wiki as animal type of monsters. Diablo 2 had the somewhat similar Acid Cloud which were also categorized as animals. They look like plants to me…


I demand my right to beat up plants like everyone else, but it needs to be official! They ought to be called plants (not animals) because…they are plants, obviously. So why does everything have to be categorized into Acid Cloud types? Why not add a plant type of monster?

There is great potential for other plant monsters such as vines, giant Venus fly traps, cacti of genital molestation, and poisonous shrooms that make your character way too high to function properly. While they are at it, there could be a golem type, spectral type and other monster categories added. Diablo 2 also had structural objects that attacked you. That sounds like another potentially good monster type, especially in a game where the environment itself is destructible. The main point is that demon, animal, and undead are way too few monster types, especially for Diablo 3 which is going out of its way to include far more monsters than Diablo 2 had. Adding more monster types would only affect the % damage and attack rating modifiers to demons and undead (which might not even be in Diablo 3) by adding more fun affixes. And more of everything is a good thing. 

Variety is the key to entertainment, as the famous and true quote goes. Diablo 3 is striving for far more item modifiers anyway, along with more monsters, and probably item types. Anyone ever hear of a gaff, that axe thingy used in the Gameplay Video? Didn’t think so. So why stop there? The Diablo world is big enough now to have many more damage types, monster types, trap effects, gear slots, and so on. Although there are two new gear slots (pants and shoulder armor), there could be more because…more is better. Always.

Having the same four elements (fire, cold, lightning, and poison) chucked at you in Diablo 2 got a little boring. So why not add more of those too? How about acid damage, holy/unholy damage, and pest damage? Acid Cloud is very wrongly counted as poison damage, which is silly. Acids are not poisons or your own saliva would kill you, as would vinegar and gastric juices, all of which work identically to the acid in any Acid Cloud. Apart from making more sense, including more damage types would add more challenge, more time to fully understand and master the game and its monsters, and more resistances which means more diverse loot would be needed. Diablo 3 should strive to outdo past Diablo games in every way rather than just meeting the old standard. 

Why? Well, because there are unforeseen item types, modifiers and possibly even damage types that may become all but ignored in Diablo 3. Look at what happened with Diablo 2: many, many skills are not even looked at by most players anymore. Monster poison damage is useless. There are scores of item modifiers in Diablo 2 that are completely useless and ignored. Traps and their effects are repetitious and pointless. It is best to simply add more of everything to Diablo 3 in anticipation of these problems so the game does not become a contest to see who is best at ignoring things. No one can fully predict the future, but they can add more layers of bricks to their bomb shelter.

It is also just too easy and convenient to toss everything into demon, animal, and undead types for whatever strange reasoning. They could argue that the angry trees out to kill you are ?animalistic? in their actions, or they are not demons nor undead, so therefore, that leaves animal type. But that is just being lazy. The days of laziness should end. Everything in Diablo 3 should strive to make a little more sense. Come on, we deserve at least a plant type after going around slicing swarms of insects to death with a scimitar in Diablo 2, and kicking tiny clay pots open to free pole arms that were folded up in there.

In conclusion, more variety can only be a good thing. It was a little too easy and boring in Diablo 2 to raise all your resistances up (hell, there were only four of them, and poison could be ignored). What if there were more resistances? This would add some serious challenge. It was also too easy to slap on Laying of Hands and do a ridiculous 350% enhanced damage to demons…which were about a third of the monsters in the game! Well, what if there were plant, golem, structural, and spectral types to dilute that power? That would be challenging. What if there was more to traps than, ?This is going to zap me with one of the four elements of which I am 75% immune? and you had to be a bit more careful? Although the traps look much more advanced in Diablo 3, let us hope other aspects follow that example rather than relying on the same minimalist set of rules from Diablo 2. They should just add a ton more of everything. Who knows, maybe they will.

You know, the Gnarled Walker picture kind of looks like my tipsy father. You can see him waving to a crowd of other useless drunks who ought to be put down, and you can almost make out an armful of beverages as he approaches their table. Too bad you can’t make paper out of people instead of just trees…or can you? 

Join me next week as I discuss how my father spent my college fund buying rounds for his drinking buddies, and now I am all grown up and ready to brutally murder all those drinking buddies with power tools plus anyone who I suspect is a bad provider based on simple observation. Oh wait. That’s the next Halloween special. Next week, we will be talking about other artsy stuff in Diablo 3 like what I did last week. That’s what I meant to say.

Opinions expressed in columns and guest articles are those of their authors, and not necessarily those of

Stillman’s Slab is where all Diablo characters are dissected and examined piece by piece. It is written by Nicholas Stillman to reintroduce Diablo series topics in a new light or put forth novel themes that have not been fully explored in the forums. Slurry collected from the centrifuge will always contain something new and unheard of at the time of publication. Post your comments below or directly.



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